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- // Copyright 2016 The G3N Authors. All rights reserved.
- // Use of this source code is governed by a BSD-style
- // license that can be found in the LICENSE file.
- package core
- import (
- "strings"
- "github.com/g3n/engine/gls"
- "github.com/g3n/engine/math32"
- )
- // Interface for all node types
- type INode interface {
- GetNode() *Node
- UpdateMatrixWorld()
- Raycast(*Raycaster, *[]Intersect)
- Render(gs *gls.GLS)
- Dispose()
- }
- type Node struct {
- Dispatcher // Embedded event dispatcher
- loaderID string // ID used by loader
- name string // Optional node name
- position math32.Vector3 // Node position, specified as a Vector3
- rotation math32.Vector3 // Node rotation, specified in Euler angles.
- quaternion math32.Quaternion // Node rotation, specified as a Quaternion.
- scale math32.Vector3 // Node scale as a Vector3
- direction math32.Vector3 // Initial direction
- matrix math32.Matrix4 // Transform matrix relative to this node parent.
- matrixWorld math32.Matrix4 // Transform world matrix
- visible bool // Visible flag
- changed bool // Node position/orientation/scale changed
- parent INode // Parent node
- children []INode // Array with node children
- userData interface{} // Generic user data
- }
- // NewNode creates and returns a pointer to a new Node
- func NewNode() *Node {
- n := new(Node)
- n.Init()
- return n
- }
- // Init initializes this Node
- // It is normally use by other types which embed a Node
- func (n *Node) Init() {
- n.Dispatcher.Initialize()
- n.position.Set(0, 0, 0)
- n.rotation.Set(0, 0, 0)
- n.quaternion.Set(0, 0, 0, 1)
- n.scale.Set(1, 1, 1)
- n.direction.Set(0, 0, 1)
- n.matrix.Identity()
- n.matrixWorld.Identity()
- n.children = make([]INode, 0)
- n.visible = true
- n.changed = true
- }
- // GetNode satisfies the INode interface and returns
- // a pointer to the embedded Node
- func (n *Node) GetNode() *Node {
- return n
- }
- // Raycast satisfies the INode interface
- func (n *Node) Raycast(rc *Raycaster, intersects *[]Intersect) {
- }
- // Render satisfies the INode interface
- func (n *Node) Render(gs *gls.GLS) {
- }
- // Dispose satisfies the INode interface
- func (n *Node) Dispose() {
- }
- // SetLoaderID is normally used by external loaders, such as Collada,
- // to assign an ID to the node with the ID value in the node description
- // Can be used to find other loaded nodes.
- func (n *Node) SetLoaderID(id string) {
- n.loaderID = id
- }
- // LoaderID returns an optional ID set when this node was
- // created by an external loader such as Collada
- func (n *Node) LoaderID() string {
- return n.loaderID
- }
- // FindPath finds a node with the specified path starting with this node and
- // searching in all its children recursively.
- // A path is the sequence of the names from the first node to the desired node
- // separated by the forward slash.
- func (n *Node) FindPath(path string) INode {
- // Internal recursive function to find node
- var finder func(inode INode, path string) INode
- finder = func(inode INode, path string) INode {
- // Get first component of the path
- parts := strings.Split(path, "/")
- if len(parts) == 0 {
- return nil
- }
- first := parts[0]
- // Checks current node
- node := inode.GetNode()
- if node.name != first {
- return nil
- }
- // If the path has finished this is the desired node
- rest := strings.Join(parts[1:], "/")
- if rest == "" {
- return inode
- }
- // Otherwise search in this node children
- for _, ichild := range node.children {
- found := finder(ichild, rest)
- if found != nil {
- return found
- }
- }
- return nil
- }
- return finder(n, path)
- }
- // FindLoaderID looks in the specified node and all its children
- // for a node with the specifid loaderID and if found returns it.
- // Returns nil if not found
- func (n *Node) FindLoaderID(id string) INode {
- var finder func(parent INode, id string) INode
- finder = func(parent INode, id string) INode {
- pnode := parent.GetNode()
- if pnode.loaderID == id {
- return parent
- }
- for _, child := range pnode.children {
- found := finder(child, id)
- if found != nil {
- return found
- }
- }
- return nil
- }
- return finder(n, id)
- }
- // SetChanged sets this node changed flag
- func (n *Node) SetChanged(changed bool) {
- n.changed = changed
- }
- // Changed returns this Node changed flag
- func (n *Node) Changed() bool {
- return n.changed
- }
- // SetName set an option name for the node.
- // This name can be used for debugging or other purposes.
- func (n *Node) SetName(name string) {
- n.name = name
- }
- // Name returns current optional name for this node
- func (n *Node) Name() string {
- return n.name
- }
- // SetPosition sets this node world position
- func (n *Node) SetPosition(x, y, z float32) {
- n.position.Set(x, y, z)
- n.changed = true
- }
- // SetPositionVec sets this node position from the specified vector pointer
- func (n *Node) SetPositionVec(vpos *math32.Vector3) {
- n.position = *vpos
- n.changed = true
- }
- // SetPositionX sets the x coordinate of this node position
- func (n *Node) SetPositionX(x float32) {
- n.position.X = x
- n.changed = true
- }
- // SetPositionY sets the y coordinate of this node position
- func (n *Node) SetPositionY(y float32) {
- n.position.Y = y
- n.changed = true
- }
- // SetPositionZ sets the z coordinate of this node position
- func (n *Node) SetPositionZ(z float32) {
- n.position.Z = z
- n.changed = true
- }
- // Position returns the current node position as a vector
- func (n *Node) Position() math32.Vector3 {
- return n.position
- }
- // SetRotation sets the three fields of the node rotation in radians
- // The node quaternion is updated
- func (n *Node) SetRotation(x, y, z float32) {
- n.rotation.Set(x, y, z)
- n.quaternion.SetFromEuler(&n.rotation)
- n.changed = true
- }
- // SetRotationX sets the x rotation angle in radians
- // The node quaternion is updated
- func (n *Node) SetRotationX(x float32) {
- n.rotation.X = x
- n.quaternion.SetFromEuler(&n.rotation)
- n.changed = true
- }
- // SetRotationY sets the y rotation angle in radians
- // The node quaternion is updated
- func (n *Node) SetRotationY(y float32) {
- n.rotation.Y = y
- n.quaternion.SetFromEuler(&n.rotation)
- n.changed = true
- }
- // SetRotationZ sets the z rotation angle in radians
- // The node quaternion is updated
- func (n *Node) SetRotationZ(z float32) {
- n.rotation.Z = z
- n.quaternion.SetFromEuler(&n.rotation)
- n.changed = true
- }
- // AddRotationX adds to the current rotation x coordinate in radians
- // The node quaternion is updated
- func (n *Node) AddRotationX(x float32) {
- n.rotation.X += x
- n.quaternion.SetFromEuler(&n.rotation)
- n.changed = true
- }
- // AddRotationY adds to the current rotation y coordinate in radians
- // The node quaternion is updated
- func (n *Node) AddRotationY(y float32) {
- n.rotation.Y += y
- n.quaternion.SetFromEuler(&n.rotation)
- n.changed = true
- }
- // AddRotationZ adds to the current rotation z coordinate in radians
- // The node quaternion is updated
- func (n *Node) AddRotationZ(z float32) {
- n.rotation.Z += z
- n.quaternion.SetFromEuler(&n.rotation)
- n.changed = true
- }
- // Rotation returns the current rotation
- func (n *Node) Rotation() math32.Vector3 {
- return n.rotation
- }
- // SetQuaternion sets this node quaternion with the specified fields
- func (n *Node) SetQuaternion(x, y, z, w float32) {
- n.quaternion.Set(x, y, z, w)
- n.changed = true
- }
- // SetQuaternionQuat sets this node quaternion from the specified quaternion pointer
- func (n *Node) SetQuaternionQuat(q *math32.Quaternion) {
- n.quaternion = *q
- n.changed = true
- }
- // QuaternionMult multiplies the quaternion by the specified quaternion
- func (n *Node) QuaternionMult(q *math32.Quaternion) {
- n.quaternion.Multiply(q)
- n.changed = true
- }
- // Quaternion returns the current quaternion
- func (n *Node) Quaternion() math32.Quaternion {
- return n.quaternion
- }
- // SetScale sets this node scale fields
- func (n *Node) SetScale(x, y, z float32) {
- n.scale.Set(x, y, z)
- n.changed = true
- }
- // SetScaleVec sets this node scale from a pointer to a Vector3
- func (n *Node) SetScaleVec(scale *math32.Vector3) {
- n.scale = *scale
- n.changed = true
- }
- // SetScaleX sets the X scale of this node
- func (n *Node) SetScaleX(sx float32) {
- n.scale.X = sx
- n.changed = true
- }
- // SetScaleY sets the Y scale of this node
- func (n *Node) SetScaleY(sy float32) {
- n.scale.Y = sy
- n.changed = true
- }
- // SetScaleZ sets the Z scale of this node
- func (n *Node) SetScaleZ(sz float32) {
- n.scale.Z = sz
- n.changed = true
- }
- // Scale returns the current scale
- func (n *Node) Scale() math32.Vector3 {
- return n.scale
- }
- // SetDirection sets this node initial direction vector
- func (n *Node) SetDirection(x, y, z float32) {
- n.direction.Set(x, y, z)
- n.changed = true
- }
- // SetDirectionVec sets this node initial direction vector from a pointer to Vector3
- func (n *Node) SetDirectionVec(vdir *math32.Vector3) {
- n.direction = *vdir
- n.changed = true
- }
- // Direction returns this node initial direction
- func (n *Node) Direction() math32.Vector3 {
- return n.direction
- }
- // SetMatrix sets this node local transformation matrix
- func (n *Node) SetMatrix(m *math32.Matrix4) {
- n.matrix = *m
- n.changed = true
- }
- // Matrix returns a copy of this node local transformation matrix
- func (n *Node) Matrix() math32.Matrix4 {
- return n.matrix
- }
- // SetVisible sets the node visibility state
- func (n *Node) SetVisible(state bool) {
- n.visible = state
- n.changed = true
- }
- // Visible returns the node visibility state
- func (n *Node) Visible() bool {
- return n.visible
- }
- // WorldPosition updates this node world matrix and gets
- // the current world position vector.
- func (n *Node) WorldPosition(result *math32.Vector3) {
- n.UpdateMatrixWorld()
- result.SetFromMatrixPosition(&n.matrixWorld)
- }
- // WorldQuaternion sets the specified result quaternion with
- // this node current world quaternion
- func (n *Node) WorldQuaternion(result *math32.Quaternion) {
- var position math32.Vector3
- var scale math32.Vector3
- n.UpdateMatrixWorld()
- n.matrixWorld.Decompose(&position, result, &scale)
- }
- // WorldRotation sets the specified result vector with
- // current world rotation of this node in Euler angles.
- func (n *Node) WorldRotation(result *math32.Vector3) {
- var quaternion math32.Quaternion
- n.WorldQuaternion(&quaternion)
- result.SetFromQuaternion(&quaternion)
- }
- // WorldScale sets the specified result vector with
- // the current world scale of this node
- func (n *Node) WorldScale(result *math32.Vector3) {
- var position math32.Vector3
- var quaternion math32.Quaternion
- n.UpdateMatrixWorld()
- n.matrixWorld.Decompose(&position, &quaternion, result)
- }
- // WorldDirection updates this object world matrix and sets
- // the current world direction.
- func (n *Node) WorldDirection(result *math32.Vector3) {
- var quaternion math32.Quaternion
- n.WorldQuaternion(&quaternion)
- *result = n.direction
- result.ApplyQuaternion(&quaternion)
- }
- // MatrixWorld returns a copy of this node matrix world
- func (n *Node) MatrixWorld() math32.Matrix4 {
- return n.matrixWorld
- }
- // UpdateMatrix updates this node local matrix transform from its
- // current position, quaternion and scale.
- func (n *Node) UpdateMatrix() {
- n.matrix.Compose(&n.position, &n.quaternion, &n.scale)
- }
- // UpdateMatrixWorld updates this node world transform matrix and of all its children
- func (n *Node) UpdateMatrixWorld() {
- n.UpdateMatrix()
- if n.parent == nil {
- n.matrixWorld = n.matrix
- } else {
- parent := n.parent.GetNode()
- n.matrixWorld.MultiplyMatrices(&parent.matrixWorld, &n.matrix)
- }
- // Update this Node children matrices
- for _, ichild := range n.children {
- ichild.UpdateMatrixWorld()
- }
- }
- // SetParent sets this node parent
- func (n *Node) SetParent(iparent INode) {
- n.parent = iparent
- }
- // Parent returns this node parent
- func (n *Node) Parent() INode {
- return n.parent
- }
- // Children returns the list of this node children
- func (n *Node) Children() []INode {
- return n.children
- }
- // Add adds the specified INode to this node list of children
- func (n *Node) Add(ichild INode) *Node {
- child := ichild.GetNode()
- if n == child {
- panic("Node.Add: object can't be added as a child of itself")
- }
- // If this child already has a parent,
- // removes it from this parent children list
- if child.parent != nil {
- child.parent.GetNode().Remove(ichild)
- }
- child.parent = n
- n.children = append(n.children, ichild)
- return n
- }
- // Remove removes the specified INode from this node list of children
- // Returns true if found or false otherwise
- func (n *Node) Remove(ichild INode) bool {
- for pos, current := range n.children {
- if current == ichild {
- copy(n.children[pos:], n.children[pos+1:])
- n.children[len(n.children)-1] = nil
- n.children = n.children[:len(n.children)-1]
- ichild.GetNode().parent = nil
- return true
- }
- }
- return false
- }
- // RemoveAll removes all children from this node
- func (n *Node) RemoveAll(recurs bool) {
- for pos, ichild := range n.children {
- n.children[pos] = nil
- ichild.GetNode().parent = nil
- if recurs {
- ichild.GetNode().RemoveAll(recurs)
- }
- }
- n.children = n.children[0:0]
- }
- // DisposeChildren removes and disposes all children of this
- // node and if 'recurs' is true for each of its children recursively.
- func (n *Node) DisposeChildren(recurs bool) {
- for pos, ichild := range n.children {
- n.children[pos] = nil
- ichild.GetNode().parent = nil
- if recurs {
- ichild.GetNode().DisposeChildren(true)
- }
- ichild.Dispose()
- }
- n.children = n.children[0:0]
- }
- // SetUserData sets this node associated generic user data
- func (n *Node) SetUserData(data interface{}) {
- n.userData = data
- }
- // UserData returns this node associated generic user data
- func (n *Node) UserData() interface{} {
- return n.userData
- }
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